Paladin Abilities on Cooldown

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Flower Power
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Paladin Abilities on Cooldown

Post by Flower Power » Sat Dec 07, 2019 11:51 am

The shifting of limited uses/day abilities to being usable on cooldown has been a common thread of Arelith design philosophy over the last several years and it has been, frankly, one of the best design decisions the team has made for Arelith to date. However, with the shift to NWN:EE, there are many abilities that used to be hardcoded (and thus unalterable) but now are not, among them most of the Paladin abilities.

We already have Lay on Hands on a cooldown, I would like to make the request that shifting the remainder of the Paladin class features to use-on-cooldown be put on the docket for the future, especially:

- Remove Disease
- Smite Evil (or Good, for BG's)
- Turn Undead
- Divine Might
- Divine Shield

Perhaps, as a cookie for those who have already taken the Extra Smiting feat, the feat in question could dramatically cut the cooldown of the cooldown for Smite Evil/Good - the same could be done for Extra Turning for Turn Undead, Divine Might and Divine Shield.
what would fred rogers do?

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Irongron
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Re: Paladin Abilities on Cooldown

Post by Irongron » Thu Dec 19, 2019 12:30 am

Approved for Remove Disease only

For the others we can have a lengthy cooldown after all the uses have been exhausted (10 mins or so), though it is not vital.

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